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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Pokémon hacking - Im supprised not many people have asked this..... | |
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94rf1eld

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Since: 06-25-04
From: England, UK

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Posted on 07-02-05 04:22 PM Link | Quote
.....where in pokemon gold does it indicate the size of the tilesets.
BlueSonic

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Since: 06-23-05
From: Finland

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Posted on 07-06-05 07:32 PM Link | Quote
Tileset header has pointer to block data, but it seems there isn't any indication how many blocks each tileset have. Map data just points to blocks by number, and game builds the block from tiles on-the-fly.

I'm using following method on upcoming GoldMap 1.6 to detect end of tileset block data:
-if tile number is higher than 0x60
-and highest nibble of tile number is not 0x6 (tilenumber AND 0x60 <> 0x60)
-and highest nibble of tile number is not 0xF (tilenumber AND 0xF0 <> 0xF0)
then tileset loading will be stopped... it seems to work farily well allthough some incorrect blocks will be still loaded

GoldMap 1.6 will load all tileset graphics and addresses from rom directly, without needing ini files
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 07-11-05 11:03 AM Link | Quote
There is no indication of a tileset's size. Each tileset contains 96 compressed 8x8 tiles (some aren't actually compressed, but still stored as if they were). Metatiles (the ones the maps are made of) can be from 0 to 255, there's no real defined limit. (Just don't use/edit the garbage tiles and you'll be fine. ) Keep in mind that metatile #0 gets replaced with whatever you define for the map's border tile.
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